ShamanRestorationHealerDungeon levelingLevels 20–40
Melee Cleave 5-man: Restoration Shaman healing and totem talents (levels 20–40)
TheorycraftUpdated Oct 24, 2026
Published Sep 15, 2026 · 398 views
Restoration Shaman build for melee cleave dungeon leveling: heal a group that all stands in melee, keep totems on the pull spot, and sustain mana with Water Shield and Mana Tide Totem.
Suggested group
Pick a group member to see their talents and when to learn each point.
Restoration Shaman talents
The build this guide is about. Shaman leveling
Elemental0 pts
Hover or tap a talent to see what it does.
Talent order by level
One talent point per level, starting at level 10. Spend them in this order as you level.
- 1.Improved Healing Wave1/5Lv 10
- 2.Improved Healing Wave2/5Lv 11
- 3.Improved Healing Wave3/5Lv 12
- 4.Improved Healing Wave4/5Lv 13
- 5.Improved Healing Wave5/5Lv 14
- 6.Tidal Focus1/5Lv 15
- 7.Tidal Focus2/5Lv 16
- 8.Tidal Focus3/5Lv 17
- 9.Tidal Focus4/5Lv 18
- 10.Tidal Focus5/5Lv 19
- 11.Healing Focus1/3Lv 20
- 12.Healing Focus2/3Lv 21
- 13.Healing Focus3/3Lv 22
- 14.Water Shield1/1Lv 23
- 15.Natural Grace1/3Lv 24
- 16.Totemic Focus1/5Lv 25
- 17.Totemic Focus2/5Lv 26
- 18.Mana Tide Totem1/1Lv 27
- 19.Restorative Totems1/5Lv 28
- 20.Restorative Totems2/5Lv 29
- 21.Healing Way1/3Lv 30
- 22.Healing Way2/3Lv 31
- 23.Healing Way3/3Lv 32
- 24.Nature's Swiftness1/1Lv 33
- 25.Restorative Totems3/5Lv 34
- 26.Purification1/5Lv 35
- 27.Purification2/5Lv 36
- 28.Purification3/5Lv 37
- 29.Purification4/5Lv 38
- 30.Purification5/5Lv 39
- 31.Riptide1/1Lv 40
Feral Combat Druid talents
The build this guide recommends for the Feral Combat Druid in your group. Druid leveling
- Balance (0)
- Feral Combat (31): Ferocity 5/5, Heart of the Wild 2/5, Feral Instinct 3/3, Thick Hide 3/3, Savage Fury 2/2, Feral Charge 1/1, Sharpened Claws 2/2, Primal Bite 1/1, Predatory Strikes 3/3, Blood Frenzy 2/2, Leader of the Pack 1/1, Natural Reaction 5/5, Berserk 1/1
- Restoration (0)
Talent order by level
One talent point per level, starting at level 10. Spend them in this order as you level.
- Lv 10: Ferocity 1/5
- Lv 11: Ferocity 2/5
- Lv 12: Ferocity 3/5
- Lv 13: Ferocity 4/5
- Lv 14: Ferocity 5/5
- Lv 15: Feral Instinct 1/3
- Lv 16: Feral Instinct 2/3
- Lv 17: Feral Instinct 3/3
- Lv 18: Thick Hide 1/3
- Lv 19: Thick Hide 2/3
- Lv 20: Feral Charge 1/1
- Lv 21: Savage Fury 1/2
- Lv 22: Savage Fury 2/2
- Lv 23: Sharpened Claws 1/2
- Lv 24: Sharpened Claws 2/2
- Lv 25: Primal Bite 1/1
- Lv 26: Blood Frenzy 1/2
- Lv 27: Blood Frenzy 2/2
- Lv 28: Predatory Strikes 1/3
- Lv 29: Predatory Strikes 2/3
- Lv 30: Leader of the Pack 1/1
- Lv 31: Predatory Strikes 3/3
- Lv 32: Thick Hide 3/3
- Lv 33: Heart of the Wild 1/5
- Lv 34: Heart of the Wild 2/5
- Lv 35: Natural Reaction 1/5
- Lv 36: Natural Reaction 2/5
- Lv 37: Natural Reaction 3/5
- Lv 38: Natural Reaction 4/5
- Lv 39: Natural Reaction 5/5
- Lv 40: Berserk 1/1
Arms Warrior talents
The build this guide recommends for the Arms Warrior in your group. Warrior leveling
- Arms (31): Improved Heroic Strike 2/3, Deflection 3/5, Improved Rend 3/3, Improved Charge 2/2, Improved Tactical Mastery 5/5, Anger Management 1/1, Deep Wounds 3/3, Two-Handed Weapon Specialization 3/3, Impale 2/2, Sweeping Strikes 1/1, Weaponmaster 5/5, Mortal Strike 1/1
- Fury (0)
- Protection (0)
Talent order by level
One talent point per level, starting at level 10. Spend them in this order as you level.
- Lv 10: Improved Heroic Strike 1/3
- Lv 11: Improved Heroic Strike 2/3
- Lv 12: Improved Rend 1/3
- Lv 13: Improved Rend 2/3
- Lv 14: Improved Rend 3/3
- Lv 15: Improved Charge 1/2
- Lv 16: Improved Charge 2/2
- Lv 17: Improved Tactical Mastery 1/5
- Lv 18: Improved Tactical Mastery 2/5
- Lv 19: Improved Tactical Mastery 3/5
- Lv 20: Deep Wounds 1/3
- Lv 21: Deep Wounds 2/3
- Lv 22: Deep Wounds 3/3
- Lv 23: Improved Tactical Mastery 4/5
- Lv 24: Improved Tactical Mastery 5/5
- Lv 25: Two-Handed Weapon Specialization 1/3
- Lv 26: Two-Handed Weapon Specialization 2/3
- Lv 27: Two-Handed Weapon Specialization 3/3
- Lv 28: Anger Management 1/1
- Lv 29: Impale 1/2
- Lv 30: Sweeping Strikes 1/1
- Lv 31: Impale 2/2
- Lv 32: Weaponmaster 1/5
- Lv 33: Weaponmaster 2/5
- Lv 34: Weaponmaster 3/5
- Lv 35: Weaponmaster 4/5
- Lv 36: Weaponmaster 5/5
- Lv 37: Deflection 1/5
- Lv 38: Deflection 2/5
- Lv 39: Deflection 3/5
- Lv 40: Mortal Strike 1/1
Arms Warrior talents
The build this guide recommends for the Arms Warrior in your group. Warrior leveling
- Arms (31): Improved Heroic Strike 2/3, Deflection 3/5, Improved Rend 3/3, Improved Charge 2/2, Improved Tactical Mastery 5/5, Anger Management 1/1, Deep Wounds 3/3, Two-Handed Weapon Specialization 3/3, Impale 2/2, Sweeping Strikes 1/1, Weaponmaster 5/5, Mortal Strike 1/1
- Fury (0)
- Protection (0)
Talent order by level
One talent point per level, starting at level 10. Spend them in this order as you level.
- Lv 10: Improved Heroic Strike 1/3
- Lv 11: Improved Heroic Strike 2/3
- Lv 12: Improved Rend 1/3
- Lv 13: Improved Rend 2/3
- Lv 14: Improved Rend 3/3
- Lv 15: Improved Charge 1/2
- Lv 16: Improved Charge 2/2
- Lv 17: Improved Tactical Mastery 1/5
- Lv 18: Improved Tactical Mastery 2/5
- Lv 19: Improved Tactical Mastery 3/5
- Lv 20: Deep Wounds 1/3
- Lv 21: Deep Wounds 2/3
- Lv 22: Deep Wounds 3/3
- Lv 23: Improved Tactical Mastery 4/5
- Lv 24: Improved Tactical Mastery 5/5
- Lv 25: Two-Handed Weapon Specialization 1/3
- Lv 26: Two-Handed Weapon Specialization 2/3
- Lv 27: Two-Handed Weapon Specialization 3/3
- Lv 28: Anger Management 1/1
- Lv 29: Impale 1/2
- Lv 30: Sweeping Strikes 1/1
- Lv 31: Impale 2/2
- Lv 32: Weaponmaster 1/5
- Lv 33: Weaponmaster 2/5
- Lv 34: Weaponmaster 3/5
- Lv 35: Weaponmaster 4/5
- Lv 36: Weaponmaster 5/5
- Lv 37: Deflection 1/5
- Lv 38: Deflection 2/5
- Lv 39: Deflection 3/5
- Lv 40: Mortal Strike 1/1
Combat Rogue talents
The build this guide recommends for the Combat Rogue in your group. Rogue leveling
- Assassination (0)
- Combat (31): Improved Eviscerate 3/3, Improved Sinister Strike 2/2, Lightning Reflexes 2/5, Deflection 3/3, Precision 3/3, Endurance 2/2, Improved Kick 2/2, Flawless Execution 1/1, Dual Wield Specialization 5/5, Blade Flurry 1/1, Hack and Slash 1/5, Weapon Expertise 2/2, Aggression 3/3, Adrenaline Rush 1/1
- Subtlety (0)
Talent order by level
One talent point per level, starting at level 10. Spend them in this order as you level.
- Lv 10: Improved Sinister Strike 1/2
- Lv 11: Improved Sinister Strike 2/2
- Lv 12: Improved Eviscerate 1/3
- Lv 13: Improved Eviscerate 2/3
- Lv 14: Improved Eviscerate 3/3
- Lv 15: Precision 1/3
- Lv 16: Precision 2/3
- Lv 17: Precision 3/3
- Lv 18: Deflection 1/3
- Lv 19: Deflection 2/3
- Lv 20: Deflection 3/3
- Lv 21: Endurance 1/2
- Lv 22: Endurance 2/2
- Lv 23: Lightning Reflexes 1/5
- Lv 24: Lightning Reflexes 2/5
- Lv 25: Dual Wield Specialization 1/5
- Lv 26: Dual Wield Specialization 2/5
- Lv 27: Dual Wield Specialization 3/5
- Lv 28: Dual Wield Specialization 4/5
- Lv 29: Dual Wield Specialization 5/5
- Lv 30: Blade Flurry 1/1
- Lv 31: Improved Kick 1/2
- Lv 32: Improved Kick 2/2
- Lv 33: Flawless Execution 1/1
- Lv 34: Hack and Slash 1/5
- Lv 35: Aggression 1/3
- Lv 36: Aggression 2/3
- Lv 37: Aggression 3/3
- Lv 38: Weapon Expertise 1/2
- Lv 39: Weapon Expertise 2/2
- Lv 40: Adrenaline Rush 1/1
Experience changes that affect this route
The beta changed the leveling maths twice in October, so advice written in September no longer holds. Each entry is what Blizzard wrote, with our reading of it marked separately. Last change .
- Dungeon kill experience was being paid at the group's highest level, fixed October 8Live in a build
Aggrend confirmed that experience per kill inside a dungeon was calculated from the highest-level character in the group instead of your own. His example: a level 20 in the Deadmines with four other level 20s and one level 25 earns very little per kill. The October 8 build fixed it, so kill experience uses your own level against the mob's. A party member far above the mob's level still means no one gets experience.
What it means for your route: Every XP-per-hour number testers posted from a mixed-level group before October 8 was measuring this bug as well as the nerf, so treat those older dungeon-speed claims as unusable.
Source: Blizzard Entertainment · The bug and the fix
- Base kill experience in dungeons goes up about 20%Live in a build
Shipped in the October 8 build alongside the bug fix. Blizzard says the two together should make dungeon runs feel better and more even.
What it means for your route: Trash pulls pay more than they did, which favours full clears over quest-only runs that skip packs.
Source: Blizzard Entertainment · The bug and the fix
- The target is parity with questing, not Classic Era dungeon speedAnnounced, not in a build yet
Blizzard's stated aim: after these changes, perfect experience-per-hour dungeon play should land very close to, if not equal to, optimal questing. It also said dungeon experience will not return to Classic Era levels, because dungeon spam being the optimal path fails its design pillars.
What it means for your route: Plan a mixed route. Dungeons are for the levels where an instance sits on your path and the group is close to your level; questing carries the levels in between. A pure dungeon run to 60 is being balanced out of the game on purpose.
Source: Blizzard Entertainment (Aggrend) · Blizzard's reasoning
- Dungeon quests give 50% less bonus experienceLive in a build
In the level 30 build Blizzard cut the extra experience dungeon quests award beyond normal quest values by half, and recalibrated some quest rewards. Normal quest experience and experience from killing things in a dungeon were not touched.
What it means for your route: Chaining dungeon quests is still worth doing on the first run of an instance, but it no longer beats a good quest chain outside by the margin it did in September.
Source: Blizzard Entertainment · What the level 30 build changed
Legacy Points while you level
UnconfirmedWhere to spend Shaman Legacy Points for dungeon leveling, in the order the points arrive. A character can spend 16, and an account can earn 65 at launch. Stop wherever your total is — the list is cumulative. Effects are quoted from the Beta client 1.60.1.70532 data.
- 1.1 point · 1/16
Well Restedrank 1 · Adventure
Your rested experience accumulates 4% faster and your rested experience cap is increased by 4%.
Only one point here for now — it is the prerequisite for Talented, and rested experience is worth having while you are at it.
- 2.5 points · 6/16
Talentedrank 5 · Adventure
You gain talent points every level starting at level 5 instead of starting at level 10, but you still may not have more than 51 total talent points.
The strongest leveling node in the tree: talent points from level 5 instead of 10, so you reach your first real build five levels sooner.
- 3.5 points · 11/16
Reinforcerank 5 · Resourcefulness
You take 40% less durability loss when you die.
Wipes cost durability. This is the only node that makes dying cheaper.
- 4.2 points · 13/16
The Quick and the Deadrank 2 · Resourcefulness
Increases movement speed while dead by 10% and your helpful spells and abilities cost no resources for 2 min after being resurrected or until you enter combat.
Faster corpse runs and free heals for two minutes after a resurrection — exactly the state you are in after a wipe.
- 5.1 point · 14/16
Reagent Economyrank 1 · Resourcefulness
Your class abilities no longer require reagents purchaseable from vendors.
No vendor reagents for your class abilities.
- 6.1 point · 15/16
Field Guiderank 1 · Adventure
Reduces your cooldown on adding Camp features by 8%
The leftover point: a shorter cooldown on adding camp features.
- 7.1 point · 16/16
Gourmandrank 1 · Resourcefulness
Increases the duration of beneficial effects from eating food by 33%.
The last point. Longer food buffs are the only thing left that does anything between pulls.
What to skip, and why
- Thrill of Adventure: The client says it is ineffective in dungeons, raids and battlegrounds — zero value in an instance.
- Frequent Flier: Worth it if you fly between instances; skip it while the group finder is sending you straight in.
- For Great Honor, Diplomat: PvP and reputation nodes, neither of which speeds up a dungeon run.
Variants
- If you gather while you level, one or two points in Bountiful Harvest (20% more scarce materials per rank, Mining, Herbalism and Skinning) pay for your mounts; take them out of the last picks on this list.
- Questing between runs? Thrill of Adventure works outdoors, so the solo plan on a solo leveling guide is the one to follow for those levels.
Legacy values are datamined from the beta client and can change. Plan your own spread in the Legacy planner, see where points come from inLegacy Points, or read the Legacy system guide. The order above is our recommendation; the effects are game data.
Contents
The group at a glance
Melee Cleave for levels 20–40: a Feral Druid bear, two Arms Warriors, a Combat Rogue and a Restoration Shaman.
Melee cleave kills packs with multi-target attacks: Sweeping Strikes, Blade Flurry, Swipe and Berserk. All five stand on one spot, so totems and buffs reach everyone. It comes online at level 30.
| Role | Spec | Job in the pull |
|---|---|---|
| Tank | Feral Combat Druid | Gathers with Swipe, Leader of the Pack aura |
| DPS | Arms Warrior | Sweeping Strikes, Cleave and Whirlwind on packs |
| DPS | Arms Warrior | Sweeping Strikes, Mortal Strike on elites |
| DPS | Combat Rogue | Blade Flurry, kicks and stuns casters |
| Healer | Restoration Shaman | Heals the stack, totems, Mana Tide Totem |
Every spec in the table links to its own guide with talents for that slot.
How the melee cleave plays
- Levels 20–29: a normal group with slightly larger pulls; the bear holds with Swipe while the warriors Cleave.
- From level 30: Sweeping Strikes, Blade Flurry and Leader of the Pack arrive, so the bear gathers two packs.
- Burst windows: both warriors and the rogue use their cleave cooldowns on the same big pull, then pull smaller.
Your job as Restoration Shaman
Five players standing on one spot is the ideal shape for totems, and that is why a Restoration Shaman heals this group. The bear takes most of the damage, but two warriors and a rogue take splash every pull, so Healing Stream Totem covers far more people than it would behind a ranged comp. Drop totems where the bear will stop, not where you stand, and agree that spot out loud before the pull. Your threat matters as well: heal the bear and let totems cover the melee, because a big Healing Wave on a warrior mid-pull can drag a mob onto you. Natural Grace lowers that risk by 15%. In Classic, Windfury Totem (level 32) is the largest damage boost this group has, so it goes down on every pull.
Pull by pull
- Before the pull: name the stopping spot and place your totems there before the bear runs out.
- Water Shield up before every pull so hits and crits return mana.
- Bear healing: Healing Wave on the bear; from level 40, Riptide as the fast heal with a heal over time.
- Splash: let Healing Stream Totem cover the warriors and rogue; heal them directly between pulls.
- Spike: Nature’s Swiftness into an instant Healing Wave when the bear drops fast.
- Big gather: Mana Tide Totem so all five regain mana at once.
- Pack drifts: if the bear drags mobs out of totem range, re-drop the key totem rather than chasing with casts.
Resources and cooldowns
Your mana goes into two budgets: a totem set every pull and heals for five bodies. Totemic Focus makes each new set 25% cheaper, which adds up because you re-drop at every stopping spot. Water Shield returns 2% of maximum mana when you are hit or crit a heal.Mana Tide Totem restores mana to everyone within 30 yards, so use it on every other big pull, when the bear and warriors gain from it too, rather than only when you are empty.
Mistakes that wipe the group
- Totems out of range after the bear drags the pack a few steps back.
- Topping the warriors mid-pull and pulling a mob onto yourself.
- Forgetting Water Shield between pulls: it is part of your mana plan, not a bonus.
- Standing far behind the stack: Mana Tide Totem and your heals stop reaching the melee.
Talent order by level
One point per level from level 10. The talent tree above shows the finished level 40 build; use the level slider to see it at any level.
- Levels 10–14 · Improved Healing Wave 5/5 — Half a second off Healing Wave, the heal you cast on the bear for most of each pull.
- Levels 15–19 · Tidal Focus 5/5 — 5% cheaper heals, which adds up when splash reaches five people.
- Levels 20–22 · Healing Focus 3/3 — 70% chance to keep casting when a loose mob hits you inside the stack.
- Level 23 · Water Shield 1/1 — 2% of maximum mana back when hit or on a heal crit; standing near the melee, you get hit.
- Level 24 · Natural Grace 1/3 — 5% less spell threat, so heals on the warriors do not pull mobs as easily.
- Levels 25–26 · Totemic Focus 2/5 — 10% cheaper totems. You re-drop a full set at every stopping spot, so it saves mana several times per pack.
- Level 27 · Mana Tide Totem 1/1 — Mana for every group member within 30 yards for 12 sec: a drink break without stopping.
- Levels 28–29 · Restorative Totems 2/5 — +30% Healing Stream and +15% Mana Spring at three points. Two points first, the third once five people truly share one spot from level 30.
- Levels 30–32 · Healing Way 3/3 — +25% Healing Wave healing on the bear.
- Level 33 · Nature’s Swiftness 1/1 — An instant Nature spell for the moment the bear spikes on a two-pack pull.
- Level 34 · Restorative Totems 3/5 — finish the talent.
- Levels 35–39 · Purification 5/5 — +10% healing on every spell for the biggest gathers.
- Level 40 · Riptide 1/1 — A fast direct heal plus a heal over time on the bear at 40.
Dungeons by level
Every WoW Forever dungeon that overlaps levels 20–40. Dungeons marked New were added in WoW Forever; the rest are the original Classic dungeons.
| Levels | Dungeon | Notes |
|---|---|---|
| 15–20 | Ruins of Lordaeron (New) | Scourge forces in the ruined city. |
| 18–24 | The Deadmines | Classic. |
| 19–25 | Wailing Caverns | Classic. |
| 23–29 | Shadowfang Keep | Classic. |
| 24–29 | Excavation Site (New) | Rogue Titan constructs above Whelgar’s Excavation in the Wetlands. |
| 25–31 | Blackfathom Deeps | Classic. |
| 26–32 | The Stockade | Classic. |
| 28–33 | City of Dalaran (New) | Constructs, broken enchantments and demons; a wider city layout. |
| 30–36 | Razorfen Kraul | Classic. |
| 31–37 | Scarlet Monastery Graveyard | Classic. |
| 31–37 | Gnomeregan | Classic. |
| 34–40 | Scarlet Monastery Library | Classic. |
| 35–40 | The Drowned City (New) | Trolls, naga and pirates off the Stranglethorn coast. |
| 37–43 | Scarlet Monastery Armory | Classic. |
| 38–44 | Razorfen Downs | Classic. |
| 39–45 | Scarlet Monastery Cathedral | Classic. |
| 40–55 | Krol’dok Stronghold (New) | New in Forever. |
Hall of Thanes and Ruins of Lordaeron are below this group’s range. Start in the Excavation Site and City of Dalaran, and push big pulls in The Drowned City after level 30.
Where the group struggles for a Restoration Shaman
- Casters at range hit the rogue or you while the bear waits for them. Keep totems where the stack will end up, not where the caster pulled the bear.
- Healing load is the group’s real limit: five people in melee range of the pack. Use Mana Tide Totem and make the group drink.
- Cooldown gaps mean more damage on the melee. When Sweeping Strikes and Blade Flurry are down, ask for a single pack.
- Early levels come without Mana Tide Totem; keep pulls modest until it is in.